It's jerks and trolls like djonka that can make these communities not a fun one to be in. This is a post to send gratitude and celebrate. If you have nothing positive to say, please stay away from these thread. I for one am glad that the OP send a shout out to blizz for a job well done. They could have stopped at ROS and not give us more but they keep coming because they hear the cries fans and community. I give them thumbs up and I'm enjoying 2.1.1 a lot. Thanks blizz.

Agree. If you can live with SoJ instead of Unity for solo then that would be a natural swap. Without TnT, Hexing Pants is next best dps output gear. Otherwise, MF/Cindercoat will be the next best gear. I'm also assuming you are using Etrayu for the cold/fire built?

Here's some feedback - you don't need to make a ~7 minute video for 10 seconds of information. Also, Tower of the Damned and Tower of the Cursed are way better spots than Northern Highlands and Spider Caves. Put that into your next video.

trying to get people to view his video, so Google will monitise it and give him the $$

I think you need to hit a few million views before google start to pony up $$$. It's a valiant effort but not gonna happen. I have yet to see a game play or theory crafting D3 video that hit over 1 million views...

Gonna try out the new changes tonight. So I guess solo pet WD has a better chance for higher GR now that the pets don't die as much. In addition, it's time to level up the Bane of the Trapped leg gem... cool changes. I also like to find out how the "longer leash" is affecting the pets' AI.

Yes. We should be civilized. There is no need for name calling like "idiots" etc. If you would have replaced "idiot" with another word like the guy/developer/etc. the ban hammer might not be so swift to come down. Also, instead of suggesting a solution, you are imposing them to ask them to do something that is interfering with their operation etc. which I assume does not go well with of their management.

Quote from TheCupKnight
How the loot system works will astound your pants off. When an enemy is wounded and killed, it drops a loot token, that has a value on it. Rolling equal to or above the value gains you a loot. To scale up this way, depending on Act, player lvl, and difficulty of creeps, each condition adds +1 to the dice you have to roll equal to or above. In other words, a cheap loot that is easily gotten, maybe gotten with a roll of 2+, but as it scales up, the truly legendary items require a roll of 6+. How's that?

Seems good but convoluted and time consuming, especially if this going to be done every time a monster is killed.

Monsters come from a monster deck, on the card is associated info. One of which is a copper, silver, or gold coin. You get a token of that when the monster is killed. Common, Uncommon, Rare/Legendary item decks. 1 copper is a common draw, silver is uncommon draw, Gold is Rare/Leg Draw. Can exchange 3 copper for a silver token, 3 silver for a gold token. Items can be sold for the next currency down, IE a Rare item sold for a silver token, and uncommon for a copper token. Shopping or whatever can be done at the end of a turn or if on a valid "shopping space."

Some monsters will have a specific "draw an item from X loot deck when this monster is slain." on top of whatever token they may also give.

Less dice rolls, still random, not obligatory every turn.

I think a diablo themed gamed would be better suited to a deckbuilder like Ascension, but thats just me.

I like this idea for the loot drop better. It's more intuitive and we can give all the bosses the additional draw from the item deck. Trading coins might need to be tuned so it doesn't take a lot of time. What I dislike about monopoly is the time it takes to deal with the banker in exchange of things etc. which can take up a few minutes depending on how much resources to trade in or buy/sell. It would be better if there is an easier way to trade like res for items (instead of trade up res for next higher copper->silver->gold) i.e. catan.
I agree that the less die roll, the better. Perhaps we can introduce a random die generator. I can't remember what game but some of them have a die inside a device and u just press the item and number comes up rather than to challenge agility/logistics of people fumbling for actual die roll.

You can still use Etrayu while you wait for the "ramaladingdong" to drop. Farming for a good RoRG is easy now. T6 bounties is guaranteed a leg drop so just keep going. Took me about 50 bags to find mine. I also think you need a better belt as well. WH / HW would be great. Otherwise, the rest are standard affairs like SoJ / Unity ring, immunity/HF neck, T&T gloves or Hexing Pants. Here is my profile... still work in progress...

How the loot system works will astound your pants off. When an enemy is wounded and killed, it drops a loot token, that has a value on it. Rolling equal to or above the value gains you a loot. To scale up this way, depending on Act, player lvl, and difficulty of creeps, each condition adds -1 to the dice you have to roll equal to or above. In other words, a cheap loot that is easily gotten, maybe gotten with a roll of 2+, but as it scales up, the truly legendary items require a roll of 6+. How's that?

I like the idea and it sounds like a good way in order to get the higher level things. However, if the mobs are anything like Diablo PC game, rolling a die for each loot token is still a lot of rolling. It might take away the time to actually play the game. Perhaps there might be a easier way to determine if the loot drop is successful based on the rarity of the item?

I personally enjoy playing a few board games like D&D series (wrath of ashardalon, the legend of drizzt), original MB Hero's Quest, and other strategy games like Carcasonne, Settlers of Catan, etc.

What I find interesting is the combat mechanics and also the pace of the game. If I find a game that require a lot of dice rolls, I find the pace too slow and I lose interest. I believe a good board game should be able to finish a game within reasonable amount of time ~60 mins per game (or quest) based on 3-4 players.

For a board game like Diablo, the audience will be different than those who love the ARPG. Board game is slower pace and will focus more on strategy and planning. In addition, the story element might or might not be important but I leave that to you. Personally, the main attraction for a game like Diablo would be the combat system and the loot/reward system. The skill progression can be something that is a choice by the player of which he wish to excel in like Diablo 1/2 or you can go with a fixed system based on level like Diablo 3.

I like the idea that monster scales with the level of the players and number of players (much like Diablo 3 game) and the loot should be as well.

However, how you wish to design the loot will need to have a lot of good thoughts behind it as a scalable loot based on char level is not easy to design imho.

I think you are off to a good start so will be interested to hear more about it.

I have not encounter any gobs in GRift so far. DId quite a few runs yesterday and got all my leg gems and upgrade and haven't found any. I think this is the design as it tries to speed up time rather than to kill pesky goblins.

I've also killed quite a few "double gobs" in rift but didn't spawn any portals yet. Will try again tonight.